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Playing with Provocations

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Funology 2

Part of the book series: Human–Computer Interaction Series ((HCIS))

Abstract

While designing for experience is now mainstream, the technology design community is still grappling with understanding meaningful ways of involving users and participants in the design of experiences and technologies that don’t yet exist. In this chapter, I discuss three distinct techniques collaborators and I have used across different projects to involve participants in exploring future experiences and to anticipate the consequences of new technologies. While the formats of the techniques and contexts explored are diverse, the examples I discuss—questionable concepts, invisible design and experience design theatre—have in common the use of provocation to seed discussion, ideation and anticipation. In this chapter I explain the motivations behind these techniques, how we have used them in specific projects, and the ways they have enabled non-designers to engage in meaningful forms of design criticism and to shape the direction of technology design projects. I close the chapter with some reflections on the techniques, drawing out practical learning for how techniques like these might enable designers and participants to play with provocation in future projects.

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Notes

  1. 1.

    See https://shop.nearfuturelaboratory.com/collections/frontpage/products/ikea-catalog-from-the-near-future as an example.

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Acknowledgements

The techniques and projects I have described above have come from a range of projects and are the fruit of collaborations with many fantastic people. Specific thanks must go to Pam Briggs, Mark Blythe, Andrew Monk, Patrick Olivier, Pete Wright, Stephen Lindsay, Paul Dunphy and Tess Denman-Cleaver. The projects described have been funded by a range of sources, including: the EPSRC funded ‘New Approaches to Banking for the Older Old’ project (EP/H042911/1); the EPSRC Digital Economy theme ‘Social Inclusion through the Digital Economy Research Hub’ (EP/G066019/1); the Technology Strategy Board funded ‘SALT’ project (2377-25137); and the EU FP7-ICT ‘OASIS’ project (215754). Thanks to all the participants across these many projects whom have contributed their time and effort to our research, and put up with our silly ideas and our occasionally strange activities.

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Vines, J. (2018). Playing with Provocations. In: Blythe, M., Monk, A. (eds) Funology 2. Human–Computer Interaction Series. Springer, Cham. https://doi.org/10.1007/978-3-319-68213-6_8

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  • DOI: https://doi.org/10.1007/978-3-319-68213-6_8

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-68212-9

  • Online ISBN: 978-3-319-68213-6

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